
local PLUGIN = PLUGIN

PLUGIN.name = "Persistent Corpses"
PLUGIN.author = "`impulse"
PLUGIN.description = "Makes player corpses stay on the map after the player has respawned."
PLUGIN.license = [[
Copyright 2018 - 2020 Igor Radovanovic

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
PLUGIN.readme = [[
Makes player corpses stay on the map after the player has respawned. Items can also be set to drop into the ragdoll's inventory
upon death.

## Enabling drops
To allow items to be put into a corpse's inventory when a player dies, you must set the `dropItemsOnDeath` config to `true`,
and then add `ITEM.bDropOnDeath = true` to any item that you want to be placed into the inventory.
]]

PLUGIN.hardCorpseMax = 64

ix.lang.AddTable("english", {
	searchingCorpse = "Searching corpse..."
})

ix.config.Add("persistentCorpses", true, "Whether or not corpses remain on the map after a player dies and respawns.", nil, {
	category = "Persistent Corpses"
})

ix.config.Add("corpseMax", 8, "Maximum number of corpses that are allowed to be spawned.", nil, {
	data = {min = 0, max = PLUGIN.hardCorpseMax},
	category = "Persistent Corpses"
})

ix.config.Add("corpseDecayTime", 60, "How long it takes for a corpse to decay in seconds. Set to 0 to never decay.", nil, {
	data = {min = 0, max = 1800},
	category = "Persistent Corpses"
})

ix.config.Add("corpseSearchTime", 1, "How long it takes to search a corpse.", nil, {
	data = {min = 0, max = 60},
	category = "Persistent Corpses"
})

ix.config.Add("dropItemsOnDeath", false, "Whether or not to drop specific items on death.", nil, {
	category = "Persistent Corpses"
})

if (SERVER) then
	PLUGIN.corpses = {}

	-- disable the regular hl2 ragdolls
	function PLUGIN:ShouldSpawnClientRagdoll(client)
		return false
	end

	function PLUGIN:PlayerSpawn(client)
		client:SetLocalVar("ragdoll", nil)
	end

	function PLUGIN:ShouldRemoveRagdollOnDeath(client)
		return false
	end

	function PLUGIN:PlayerInitialSpawn(client)
		self:CleanupCorpses()
	end

	function PLUGIN:CleanupCorpses(maxCorpses)
		maxCorpses = maxCorpses or ix.config.Get("corpseMax", 8)
		local toRemove = {}

		if (#self.corpses > maxCorpses) then
			for k, v in ipairs(self.corpses) do
				if (!IsValid(v)) then
					toRemove[#toRemove + 1] = k
				elseif (#self.corpses - #toRemove > maxCorpses) then
					v:Remove()
					toRemove[#toRemove + 1] = k
				end
			end
		end

		for k, _ in ipairs(toRemove) do
			table.remove(self.corpses, k)
		end
	end

	function PLUGIN:RemoveEquippableItem(client, item)
		if (item.Unequip) then
			item:Unequip(client)
		elseif (item.RemoveOutfit) then
			item:RemoveOutfit(client)
		elseif (item.RemovePart) then
			item:RemovePart(client)
		end
	end

	function PLUGIN:DoPlayerDeath(client, attacker, damageinfo)
		if (!ix.config.Get("persistentCorpses", true)) then
			return
		end

		if (hook.Run("ShouldSpawnPlayerCorpse") == false) then
			return
		end

		-- remove old corpse if we've hit the limit
		local maxCorpses = ix.config.Get("corpseMax", 8)

		if (maxCorpses == 0) then
			return
		end

		local entity = IsValid(client.ixRagdoll) and client.ixRagdoll or client:CreateServerRagdoll()
		local decayTime = ix.config.Get("corpseDecayTime", 60)
		local uniqueID = "ixCorpseDecay" .. entity:EntIndex()

		entity:RemoveCallOnRemove("fixer")
		entity:CallOnRemove("ixPersistentCorpse", function(ragdoll)
			if (ragdoll.ixInventory) then
				ix.storage.Close(ragdoll.ixInventory)
			end

			if (IsValid(client) and !client:Alive()) then
				client:SetLocalVar("ragdoll", nil)
			end

			local index

			for k, v in ipairs(PLUGIN.corpses) do
				if (v == ragdoll) then
					index = k
					break
				end
			end

			if (index) then
				table.remove(PLUGIN.corpses, index)
			end

			if (timer.Exists(uniqueID)) then
				timer.Remove(uniqueID)
			end
		end)

		-- start decay process only if we have a time set
		if (decayTime > 0) then
			timer.Create(uniqueID, decayTime, 1, function()
				if (IsValid(entity)) then
					entity:Remove()
				else
					timer.Remove(uniqueID)
				end
			end)
		end

		-- remove reference to ragdoll so it isn't removed on spawn when SetRagdolled is called
		client.ixRagdoll = nil
		-- remove reference to the player so no more damage can be dealt
		entity.ixPlayer = nil

		self.corpses[#self.corpses + 1] = entity

		-- clean up old corpses after we've added this one
		if (#self.corpses >= maxCorpses) then
			self:CleanupCorpses(maxCorpses)
		end

		hook.Run("OnPlayerCorpseCreated", client, entity)
	end

	function PLUGIN:OnPlayerCorpseCreated(client, entity)
		if (!ix.config.Get("dropItemsOnDeath", false) or !client:GetCharacter()) then
			return
		end

		client:SetLocalVar("ragdoll", entity:EntIndex())

		local character = client:GetCharacter()
		local charInventory = character:GetInventory()
		local width, height = charInventory:GetSize()

		-- create new inventory
		local inventory = ix.item.CreateInv(width, height, os.time())
		inventory.noSave = true

		if (ix.config.Get("dropItemsOnDeath")) then
			for _, slot in pairs(charInventory.slots) do
				for _, item in pairs(slot) do
					if (item.bDropOnDeath) then
						if (item:GetData("equip")) then
							self:RemoveEquippableItem(client, item)
						end

						item:Transfer(inventory:GetID(), item.gridX, item.gridY)
					end
				end
			end
		end

		entity.ixInventory = inventory
	end

	function PLUGIN:PlayerUse(client, entity)
		if (entity:GetClass() == "prop_ragdoll" and entity.ixInventory and !ix.storage.InUse(entity.ixInventory)) then
			ix.storage.Open(client, entity.ixInventory, {
				entity = entity,
				name = "Corpse",
				searchText = "@searchingCorpse",
				searchTime = ix.config.Get("corpseSearchTime", 1)
			})

			return false
		end
	end
end
